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Legendary Kineticists II
[978-1543025903]
$9.99
Publisher: Legendary Games
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by Andrew D. [Verified Purchaser] Date Added: 06/22/2019 04:39:46

The elements move in mysterious ways. (Edited 6/22/2019 due to an error in understanding on Nihilicist and how nihil damage harms objects on a recent read- my apoligies.)

I'll begin by saying I was provided a review Copy for this.

Here we are, Legendary Kineticists 2. Is the ride coming to an end? well... If it truly is, this is leaving with a decent bang, ill tell you that. Although, I think the sentiment from me on this is "not what I was expecting." Lets see what we have here.

Bestial Kineticist- Right off the bat, something I didn't expect.This is new animal companion archetype! Your animal companion is infused with a level of kineticist energy and can trade tricks for limited access to wild talents and infusions. It can also enact blasts on it's own, and even pass you it's blast for use- plus if you and it own the same element of blast, it can tag-team blasts with you. I find this archetype pretty interesting. That cats a Dynamo!

Metakinetic Savant- Hrm... you can modify and manipulate metakinesis by way of using metamagics at an improved degree, including improving your internal buffer specifically to use it - it has a helpful list of what the blasts you can manipulate count as and what you can't take using this archetype. it can be taken so long as not EVERY metakinesis is replaced by another archetype, and metakinetic master or internal buffer aren't modified. not my style at all, but credit where due.

Nihilicist- Now this is an intriguing one. This one denies the use of ANY established element (if you willingly do, you lose access to this), and must be within two steps of neutral to stay in "class". In exchange you get a notable blast pair- empty and Zero, which do Nihil damage. You can fire both blasts as physical or mental, and they come with their own selection of infusions to choose, but you only get universal wild talents to pick from. Nihil Damage is nonlethal damage that can't be ignored, and if an object takes to much of it then it outright disintegrates. Intriguingly you can convert nihil damage from nonlethal to lethal in a few ways, which allows you to turn it into a condition you can inflict based on damage dealt (wow, reminded of healing hands...), and some of these are killer effects. Defensively they can convert lethal damage taken to nonlethal, eventually become untraceable, even disappearing from peoples minds. The finale is two fold. You can do far more pain with Nihil conversion for statuses, but if you want, you can go out with a... shall we say Annihilation- tier bang. Just make sure your affairs are in order- nobody else will remember them.

Onslaught Blaster- OOH HOO HOO, I was waiting for this one. This is one of my favorite Kineticist variants, and one of the two reasons I wanted this product. It changes up the gameplay by adjusting how the blast works- instead of one big shot based on your level, you can splinter it into many smaller ones with some caveats- or essentially pool them all back up into one. damage takes some adjustments, and ill admit my brain wishes some of the additional damage written into some of these abilities stack across the board, but I know better. if you play kineticist for its ranged damage component over its melee variants, and no other archetype intrigues you, this one has some great applications for spreading debuff centric infusions around at the least. plus its the missile spam Kineticist- what's not to love about this, assuming you can take the cost?

Order of the Scion- This is a Cavalier order that turns them somewhat into Kineticists- or more apt, Knights of the elemental balance. You get a kinetic whip simple blast as a level 1 kineticist that can function as a lance on charge, you get elemental defense and an odd variant of elemental overflow. But you have to strive for elemental balance, do an 1 hour ritual each day to maintain your powers, and your challenge is limited in effectiveness by what element you chose... ill just say this isn't for me. but I DID see an opening in my Knights of Flame.

Planar Custodian- First off, love the art around this class. second of all, PARTIALLY KINETIC DRUIDS. Storm Earth and Fire, heed my call? No, not sorry- couldnt resist. This pulls power from the druid shell to add Kineticist elements into it- Bestial kineticist animal companion, a kinetic blast, some infusions, Element defenses... but to get the full effects your druid elements tinge to a specific set of element focuses and there are some as I see it major tradeoffs. I like the feel, but I don't know how many would use it, and there's things I just wouldn't give up to have this.

Planetouched Oracle- Hrm. A simple modification to the Oracle in my eyes, but a partially kinetic Oracle is the result. however, much like the Planar Custodian I do not know if this would be worth the trade off, which I see as even bigger. You trade mysteries and revelations for an element focus, a simple blast and a progression of infusions and wild talents- plus a method of reducing infusion cost and some blast modifications as you progress. I'm lost on this one- with so many kinetic elements combined with the number of mysteries and revelations, this adds a LOT of potential options overall but the stipulations involved just have me going no from what I know about oracles. But it is a functional Kineticist/Oracle hybrid, and if your looking for more "all-day" capability, it can provide a thing or two.

Telekinetic Bladeshifter- So we have an Aether Full BAB Kineticist archetype that can turn items they effect with telekinetic blast into a chosen one light melee, one handed melee, or thrown weapons, dealing damage with it as a Warpriest Sacred Weapon. In exchange, other Kinetic blasts are WAY weaker than normal, and you get no form infusions. From there they progress down a fighters route, using burn and elemental overflow to modify weaponry and shields, trading talents for bonus feats if you wish to, and progressing into two handed, dual wielding, blade and board, or throwing style. it's.. pretty cool, but it's specialized element comes into it's own a bit to late for my taste, and it's not the only class sharing this kind of space nowadays- but it is the Kineticist Fighter, and it appears to do that job pretty well.

Kineticist Talents- Some new stuff to play with here. In infusions my favorites are Water dehydration blasts, and the ability to ricochet blasts- though counterspellers will love some of these. My picks from wild talents include modifications to chain and ricochet infusions, the ability to specialize in electricity or ice blasts, Wood gets a variant of Shillelagh with some new tricks, and mind gets some new tricks (YES!, more for mind!) including wiping memories and access (along with Aether) to the oddity of Life after Undeath, which lets you become a positive energy undead if you were undead and human shaped! Oh, and also Void Kineticists can become Liches. figured id bring that up. However, i spy a reprint- improved Celerity is here from LK 1. an awesome one to reprint, but it wasn't helpfully marked at such or anything.

Kineticist feats- YUM. Some of these could be great for multiclassing, like using burn in place of Ki pools, for example. Theres some stuff in here for Dark Elementalists, but also Bestial Companion users- those with metakinesis can teach their bestial kineticists metakinesis as well, for example. But my love is the classic efficiency stuff. Enhanced Composite Boost is sweet for those who use the Boost series- it allows you to add the substance infusions of that type to the usable list with a blast you apply the boost to. Though the example is apparently illegal, oopsie! Still works with a different type of simple blast though! I'm a bit to into single elements mentally to spot them all, but there's potential here. Kinetic Disruption means you can kinetic counter ANY evocation (if mental) or Conjuration (creation) if physical- spell on top what you already could counterspell. This lets you mess with some parades. plus there's a bit more for certain other elements. but anyone who likes the Onslaught Blaster will NEED this one- Kinetic Railgun. It seems to function as the Onslaught Blasters rendition of Kinetic Acceleration from KOP 3, with a bit of difference involved. Color me a haste junky if you like but- GIMMMMMEE!

Kinetic Spells- ...Eww. Here we have spells that inflict burn on enemies, can turn burn into lethal damage, and one spell that lets you suppress the negative effects of burn in a buff form for a time. my favorite one is Burning Prohibition. once applied it forces will saves based on what you try to do and if it was prohibited by the caster. Succeed? Eat a burn. Fail? Eat a burn and waste the action. it's also a permanent duration. it's nice, but personally? I'm just not a fan of this section otherwise. this feels to me like an anti-kineticist section- and as someone who doesn't care for casting usually, and likes Kineticists not exactly what I signed up for!

Kinetic Mystic- Speaking of unexpected things. But to be fair, the books got more than a few, a arcane/psychic and kineticist prestige class. I remember this kind of thing and it's nice to see something like it again. while you miss out on some levels of spellcasting progression here, you do count as the class you got the kinetic blast you need this prestige from for all features EXCEPT spells. in play.. okay, I JUST professed I don't care for casting very much, but this is COOL. you start breaking down the lines between magic and kineticism, turning the blasts into functional touch spells (OH MAGUS!) and being able to stick blasts as the vector for hitting with casted touch spells, which progresses as you do. the capstone is intriguing as well- you can accept a certain amount of burn to cast spells, but you can reduce burn costs a few ways, AND you can sack spell slots in order to make a kinetic blast precanned in that slot that uses that much burn (with some limitations, not including specialization reductions, sadly). This is one neat capstone to me. Id like to give this one a shot someday, and perhaps I will... one thing though, there's an issue in my copy. The fraction is missing at the end in Kinetic Conduit. Based on the list, it takes some time before you can use your kinetic blast fully in this set up- it begins in fractions of 1/5th, but the text seems to have an error here.

Legendary Kineticist- The OTHER thing I wanted this book for. This is a redone kineticist that in my opinion was sorely needed. So, what's new? Well so far as I can tell, Wild Talents now autoscale in DC (YES!). Burn is changed from nonlethal damage to a penalty on all STR and DEX ability and skill checks except for Initative (well, im not half-killin' myself normally, but...). Gather power needs only one hand now. Metakinesis Maximize is gone and Metakinesis Persistent is in it's place (yay, personally!). Internal Buffer is a level earlier and naturally fills up (no more "well, ill light myself up before i go to bed for internal buffer anymore!, GOOD!). Expanded element kicks in a level earlier each, you still normally get a utility talent choice then as normal and you still get an infusion choice at its old level, PLUS YOU NO LONGER SUFFER THE PENALTY FOR THE EXPANDE- okay look. about the only negatives to this are loss of maximize, the skill burn (if that bothers you more then nonlethal damage), and expanded element chosen for the same element does NOT let you take an extra wild talent. It only allows infusions (SHAKES FIST). There's other class changes I didn't mention, one of which is a SWEEET buff, and the old Extra wild talent feat is also listed here, and changed to fit in with this kineticist. If your worried about archetypes not matching, there's even a piece here about helping them fit. anything replacing Metakinesis Maximize eats the Persist. adjust down the levels of expanded element and internal buffer. and War Kineticist from LK 1? STACKS. this solves a lot of those concerns, and this is my Kineticist +1 as a consequence. If you are allowed to use it, JUST DO IT. you will be glad you did.

Lastly there's a Kineticist VMC (I do not use this system, so i cannot begin to comment- but i don't care for it at a glance) and there's a sample Onslaught Blaster, who ill say I enjoy the theme of- they use a combination of air and Aether that puts both to good use.

I spied a few issues with the writing in this book- the missed fraction in the Kinetic Mystic for example, another being the lack of bolding on the Metakinesis ability in the Legendary Kineticist. not enough to take away much for me, but... still worth pointing out.

My thoughts overall on this book? well, some of it either really intrigues me (Nihilicist, Kinetic Mystic), or blows me away (Onslaught Blaster, Legendary Kineticist). Everything in here appears to work just fine as written, but a good bit of it does nothing for me at all. The last LK book had me dancing in glee by comparison. but then again, I got Bob Ross and Adagio Dazzle-esc Kineticists out of it- the arts in combat are things I ALWAYS want more of. a lot of this book feels more like an expression of the kinetic elements on the world at large, rather than the kineticists themselves- after all, 4 of the archetypes in this book aren't for the base kineticist, Kinetic Mystic is a hybrid prestige, and there's the spells. in that context it is a good book, but as a dedicated Kineticist player book, is it still worth it?

Yes. because this book still provides more kineticists abilities and feats, 4 good Kineticist archetypes that is bound to at least intrigue someone, and an amazing quality of life increase to a class that I feel could use it in the Legendary Kineticist. if this is the end, it came around pretty good, back to where it all started. It didn't light the fire under me like the last book, but it's STILL one worth picking up.

See you on the other side, folks. I have some kineticist sizing up t'do. got a Lucha Libre wrestler Gestalt to make, and some of the stuff in this book reminds me of ideas...



Rating:
[4 of 5 Stars!]
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Legendary Kineticists II
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